New features 1. Altered change #25 from previous patch, so that in order to prevent cargo loss during regular air drops, the airbase must be located in a hex that was under friendly control at start of turn (any spent Movement Points are ignored, since they are expended not only by moving, but also by using air groups located in that base). 2. Altered change #35 from previous patch, so that stack points are used instead of number of men (with the exception that corps combat units below 20 000 men are treated as divisional sized units), and the formula affecting defender was changed to ROUNDDOWN(MAX(1,SQRT(MIN(fl-1,mena/(3*menb)))),2) to kick in once the attacker will outnumber defender (in stack points) by 3:1, instead of 1:1. 3. Partially reverted change #41 from previous patch, so that units in city terrain may be again considered as being surrounded. City terrain will also no longer be considered dense terrain. 4. Reverted change #50 from previous patch, so that the number of firing elements will not be affected by dense terrain, only CV. 5. Altered change #83 from previous patch, and decreased Soviet penalty to repairs after movement to -10 (from -20 and -15). 6. Altered change #114 from previous patch, and reduced the chance to regain up to 10% of National Morale, restricting it to a flat 10% chance (disconnected from morale), and only for units that are within 10 MP of working rail net. 7. Made sure that the bonus for the AI to capture Brest Litovsk and Hanko in the early turns of 1941 scenarios is never applied to server games.

Bug fixes 1. Fixed a major bug where units above their national morale level had at least 10% chance (possibly more) to revert to their national morale each turn. 2. Fixed a bug where more than one roll was used to determine weather, resulting in a higher probability of dominant weather type occurring. Now precisely always one roll will be involved in determining weather, and there will be a 25% chance that another randomly determined value will be used when showing forecast. 3. Fixed a bug where it was impossible to send air groups to reserve from a sorted and/or filtered air group list in the Commander’s Report window. 4. Fixed a bug where a unit could be destroyed twice in a single combat due to different reasons (lost of elements, surrendered), resulting in that unit being rebuilt twice, granting one free unit to its owner (if eligible for rebuilding). 5. Fixed a bug by partially reverting change #27 from previous patch, so that out of supply units, including units in airhead or beachhead supply will not rout, but be destroyed instead. The only difference is that units in airhead or beachhead supply will not be susceptible to be destroyed while retreating through hexes with enemy units adjacent.

V1.08.05 (incorporated in 1.08.07)

New features 1. Units with a withdrawal turn set can be now marked as disbanding instead of withdrawing using the editor and clicking on the “Withdrawal turn:” text. Such units return all their men and equipment to the pool before disappearing from the map, never become frozen for refit if under 75% TOE on the turn of disbandment, and are listed on the losses screen just like units disbanded manually. 2. Air groups with a withdrawal turn set can be now marked as disbanding instead of withdrawing using the editor and clicking on the “Withdraws:” text. Such air groups return all their aircraft to the pool before disappearing from the map. 3. The losses screen was adjusted, so that only really destroyed units are accounted in the right side statistics, and turn headers on the left show the number of destroyed units separately from the number of disbanded units. 4. Morale of non-HQ units and air groups will be now shown on the hex popup window (listed after the letter “M”). 5. Added the ability to assign air groups using recon aircraft from National Reserve to German army air bases. 6. Added the ability to assign construction support units to rail repair units (FBD or NKPS). 7. Movement point allowance of rail repair units (FBD or NKPS) will now depend on their RRV (rail repair value) and TOE percentage. Base allowance will be equal to RRV+1 (with a maximum of 16), multiplied by 10%+TOE% (with a maximum of 100%). To maintain full repair speed it is necessary to keep the rail repair unit at over 90% TOE, and have enough construction units attached to get RRV 15. 8. Only fresh air groups will be able to participate in bombing airbases, with the exception of first German turn during June 1941. 9. Airbases in all scenarios were converted to use new air support squads. They work as regular support squads, but are smaller (only 10 men), and can’t use HiWis. These squads will never replace regular support squads in other units. Previously, all air bases had 250 regular support squads in their TOE. After the update they consist of 220 air support squads and 30 regular support squads (AA weapons unchanged). German forward (army) air bases have their own TOE now, with just 130 air support squads, 20 regular support squads, no 88mm Flak and 4 each of the other AA weapons. 10. Added two more German army group redesignations (Army Group South Ukraine to Army Group South in 10/44 and Army Group North Ukraine to Army Group A in 10/44). Disabled the undocumented rule renaming Army Group B to Army Group South as soon as Rostov was Soviet controlled, since it was causing problems. Army Group B will be redesignated Army Group South in 4/43. Updated some AI rules that assigned armies to various army groups during the entire campaign, to take into account these changes. 11. For the purposes of leader rolls, Soviet cavalry units on or after 3/43 will be classified as motorized, together with armor, motorized, mechanized and SP gun units. This means they will fight better under leaders with high mech skill, rather than infantry skill, and is related to the introduction of 2/43 Cavalry Corps TOE, that is tank-heavy. 12. Improved the withdrawal screen in the editor, and renamed it to “Timetable”. It is possible to see (and filter out) ground units and air groups, arrivals and withdrawals. Turn numbers and dates shown are now more accurate, and related to which side goes first. Air group names are clickable and lead to air group editor screen. 13. It will be now possible to set MAX TOE% to as low as 20% (previously 50%). For human players, rebuilt Soviet units will have their MAX TOE% set to 20%, while rebuilt German units to 50% and will be frozen for 3 turns instead of 6 turns. Other arriving units will not have their MAX TOE% automatically adjusted to 100%. 14. Adjusted rules calculating vehicle requirements and fuel use of non-motorized units, to keep roughly the same vehicle numbers, but increase fuel use (partially because fuel use was generally very low, partially just to get rid of the artificial “999%” fuel stocks percentage, which was caused by units requiring little to no fuel) . Such units will now assume some (20% for Axis, 10% for Soviet) of their support squads are motorized, requiring vehicles and using fuel while moving. At the same time the need for “supply column” vehicles (used to carry supplies, ammo and fuel stored in the unit), which didn’t use fuel while the unit was moving (some fuel was spent during the logistics phase to resupply units, possibly representing the usage of those “supply column” vehicles), was reduced by this number. For a German 41a Infantry Division at 100% strength and 100% stocks, vehicle requirement changes from 244 to 246, fuel requirement from 1 to 6. For a German 41 Cavalry Division, vehicle requirement changes from 230 to 229, fuel requirement from 2 to 7, supply requirement from 297 to 288 (less fodder for horses, since 20% of support squads are now motorized). For a Soviet 41a Rifle Division vehicle requirement stays at 64, fuel requirement changes from 2 to 3. For a Soviet 41a Cavalry Division vehicle requirement changes from 80 to 79, fuel requirement from 26 to 28, supply requirement from 203 to 200. 15. In all games started under this patch (and newer), factories will no longer upgrade after element’s or aircraft’s factory upgrade’s first date, but always after element’s or aircraft’s last date. 16. Disabled TOE upgrades for withdrawing units frozen on refit. 17. Morale game difficulty modifier will be no longer used to directly modify combat values. It was nearly impossible to use morale parameter to adjust game difficulty, since even a small adjustment resulted in huge changes in unit strength (5% morale change - 15-20% unit strength difference), which wasn’t realized by many players until it was too late. 18. Added new victory condition called “Bitter End”. It works in the same way as “Campaign”, with one exception. No auto-victory conditions will apply, and the game will always last the full number of turns. Victory points will be counted as in a regular scenario. 19. Changed supply sources for both sides. Axis supply sources are now: 55,0 NW of Tampere, 59,0 N of Tampere, 1,42 NW of Rostock, 1,47 NW of Schwerin, 1,50 SW of Schwerin, 1,52 NW of Wittenberge, 1,56 W of Stendal, 1,57 NW of Magdeburg, 1,60 SW of Magdeburg, 1,64 W of Leipzig, 1,68 west of Chemnitz, 1,75 W of Pilsen, 1,77 SW of Pilsen, 1,82 NW of Linz, 1,87 W of Linz, and 1,95 W of Klagenfurt. Soviet Union keeps 182,43 Chelyabinsk, and 171,138 Baku. New Soviet supply sources are: 94,0 N of Petrozavodsk, 114,0 N of Konosha, 148,0 N of Syktyvkar, 183,14 Serov, 183,32 Sverdlovsk, 183,54 Magnitogorsk, and 183,75 S of Orsk. Those supply sources were added to increase the ability of both sides to fight closer to the map edge. Before this change it was too easy to capture just one or two cities at map’s edge, and all enemy forces ended up without supply on the next turn, even though they still controlled a large part of territory along said edge and should be able to resupply. 20. Improved the way in which victory points are counted and victory point ratio is determined. No longer will a side get 1 victory point, where it should have none. Victory point ratio will be set to 999.9 if one side has 1 or more VP and the other side none. When both sides will have 0 VP the ratio will be set to 1.0. 21. Added several new and improved existing checks in the editor. It will be now possible to disable messages about TOE availability status. Unit and air group names will be checked for commas, which shouldn’t be used as they break CSV import/export function. Unit guard status of Axis units will be checked. Support units and air groups arriving before their parent or having wrong parent will be reported. Overstacks and units with wrong corps/division/subunit information will be reported as well. 22. Reworked the way in which resources from off-map cities are moved to on-map cities. Instead of going to a single city with greatest need in given category (resources, oil, supplies, fuel), each resource will now have a chance to be sent to multiple cities, sorted by need (largest first), distance to national supply nexus (closest first), and population (largest first). In case all cities will be filled to the max, first city on the list for given category will get the rest. Added support for Finnish off-map cities and for moving resources to off-rail cities (previously only movement from those cities was allowed), including Finnish, Rumanian, Hungarian and Slovakian cities. National supply nexuses are: 1,59 Magdeburg (for Germany, also used for Italian off-map cities), 58,4 Tampere (for Finland), 57,121 Bucharest (for Rumania), 26,96 Budapest (for Hungary), 18,90 Bratislava (for Slovakia), and 182,43 Chelyabinsk (for Soviet Union). 23. Added two new ground element types: “HT Mortar” and “Medium Artillery”. “HT MG/Mor” was changed to “HT MG”. This is to allow the replacement procedures to differentiate between MG and Mortar halftrack (like the German 251/1 and 251/2), and between lighter and heavier guns in the middle group (like the Soviet 76mm and 152mm). 24. To improve replacement procedures, SP/HT artillery, anti-tank and anti-air were separated from towed artillery, anti-tank and anti-air ground element type families. 25. In order to be able to use an airbase for airhead supply, or to prevent cargo loss during regular air drops, the airbase must not have moved this turn. 26. After receiving air dropped cargo, target unit will have its movement points and strategic movement points reduced by 1/7 of default allowance (rounding up). This doesn’t apply to units receiving airhead supply or isolated units. 27. Units in airhead (or beachhead) supply state will not be susceptible to surrender like isolated units, if they can retreat or rout somewhere. 28. Maximum size of German “Gruppe” and “Staffel” air groups, equipped with Fighters, Fighter-Bombers, Jet Fighters and Night Fighters, will increase in June 1944 from 40 to 68, and from 12 to 16, respectively. The same will happen for German “Gruppe” and “Staffel” air groups, equipped with Tactical Bombers, in July 1944. For the purposes of checking whether the group has enough aircraft to fly, maximum sizes above 40 will still be treated as 40. 29. Added the ability to define some combat or support OBs as multirole. This allows to convert units, using those OBs, between combat and support roles. This operation is allowed only once per turn, disabled for units performing a HQ Build Up, units attached to cities, or support units which changed their HQ this turn. Units involved may not be frozen, routed or loaded. To convert from a support unit to a combat unit, there must be free space in the hex in which the parent unit is located. To convert from a combat unit to a support unit, both units must be located in the same hex. No actual TOEs were defined as multirole, so this is only an option for modders. 30. Units smaller than a division will be more likely to rout after lost battle in reserve role. 31. It will be now impossible to switch German air groups using Tactical Bombers to Fighter Bombers. 32. HQ build up will not be allowed when more than 20 hexes or 80 MP from railhead. 33. It will be now possible to reassign units that performed a HQ build up on previous turn. They will be blocked from taking part in another HQ build up as before. 34. It will be now possible to see the number of combat units, that will be included in a HQ build up, before executing it. 35. Reworked the fire penalty for large attacking forces, introduced in 1.04.28. It is no longer based on abstract stack points tied to unit's nominal size, but to the number of men in the attacking and defending forces. It is also applied evenly to all elements, instead of being partially random, and affecting elements firing at shorter ranges. When the ratio of attacking to defending men exceeds 3:1, the penalty will be applied. However, the ratio is affected by the strength of enemy fortifications and terrain. So it's possible to attack strong positions with more troops than enemy than in the open, and not suffer from the penalty. The actual formula is ROUNDDOWN(SQRT(MIN(1,mend*(fl+2)/mena)),2) where mend is the number of defending men, fl is fort level (including terrain bonus, equal to 1 in clear terrain with no fortifications), and mena is the number of attacking men. The resulting multiplier is never larger than 1, and is applied to the number of attacker's firing elements. On the other hand, when fort level will exceed 1 and the attackers will outnumber defenders, defending forces will be able to fire more times. The actual formula is ROUNDDOWN(MAX(1,SQRT(MIN(fl-1,mena/menb))),2). The resulting multiplier is never less than 1, and is applied to the number of defender's firing elements. These two multipliers work together to represent a few things. First, the diminishing returns when using overwhelming forces to accomplish an objective that could be achieved by using much less forces. Second, the bloodier nature of combat in defensible terrain and/or fortifications. Third, the higher effectiveness of smaller forces that are of better quality, which will be able to deal more damage when defending, and retain most (or all) of their strength when attacking. On the other hand (comparing to older rules) these multipliers will allow to attack with hordes of poor quality troops, and they will be able to deal some significant damage too, albeit suffering increased losses. Ammo restrictions apply as before, so elements won't be able to fire if they exhaust unit's ammo. However, usually only a fraction of elements gets to fire due to other multipliers that are applied, thus there are natural limits to how many elements will fire, even if the defender's multiplier will be large. In a sample battle where 109641 men attacked 22870 in clear terrain with level 5 fort, attacker's multiplier was 1.0 and defender's multiplier was 2.18. In another battle, where 52213 men attacked 8672 men in level 1.4 fort (level 1 and 40% of next level), attacker's multiplier was 0.85 and defender's multiplier was 1.18. So in the second battle the effectiveness of attacking elements was 85% and of defending elements 118%. 36. Reworked the way in which engineer value is calculated during battles, to reduce issues occurring because of integer math on small numbers. Infantry as well as flamethrower elements will also contribute to engineer value. Typical rifle squad is worth 1/10 of an engineer squad, but commando and flamethrower squads are as effective as engineers. Reduced the impact of fatigue and ammo shortages on engineer value. Made sure artillery chance to damage fortifications, based on ammo use, is calculated properly. Heavier artillery will have more chances to damage fortifications. 37. When either side will take hexes north of Finnish No Attack Line, rail will be captured with little damage (between 1% and 16%, with 25% chance for 1% damage). 38. It will be now possible for isolated units to attain airhead supply status, when enough supplies will be dropped to them, even without using standard airhead supply procedure via an air base. 39. CV of airhead supplied units or defending isolated units will not drop below 50% of original value due to resource shortages (was 33% and 25%). 40. In case of defending isolated or airhead supplied units, CV will drop only due to ammo shortages. Attacking isolated or airhead supplied units will still suffer from supply (non-motorized) or fuel (motorized) shortages. 41. Units in heavy urban, light urban and city terrain will be never considered surrounded. 42. Units in airhead supply will not suffer from double retreat attrition. 43. Elements of class "self-propelled artillery" will be included in "AFVs" total (instead of "Guns" total) on victory screen, battle losses screen, and in unit/formation totals. This means they will be now worth more victory points in scenarios. They will still fire and get the same level of protection as artillery in combat. 44. Changed color codes used to mark unit and air group entries on the list in the editor, so major errors in scenario data will be easier to spot, just by scrolling the list. Grey will be used for comments (entries with only a name specified, containing four stars ****) and properly disabled units (delay 250, no or valid parent). Black will be used for empty entries, missing all of: player, nationality, type, and name. Red will be used for partially empty entries, missing one or more, but not all of: player, nationality, type, and name. Orange will be used for entries with wrong delay (outside scenario bounds, and not 250) or invalid parent (exact details can be seen in scenario check report). Pink will be used for otherwise “grey” units to which special game rules apply, namely to German “Army Group B” unit or Soviet units that are or are attached to “1st Rum. Army”, “4th Rum. Army” and “2nd Polish Army” (indirectly too). Green will be used for delayed units with correct arrival location, and (in case of support units) those units which do not arrive before their parent, as well as for delayed air groups that arrive to national reserve, or (in case of air groups with base unit set) those air groups which do not arrive before their parent and whose parent has correct arrival location. Magenta will be used for delayed entries, which do not fit into the “green” category. White will be used for not delayed units with correct location, as well as for not delayed air groups that are in national reserve, or (in case of air groups with base unit set) those air groups whose parent has correct location. Blue will be used for not delayed entries, which do not fit into the “white” category. To sum it up: black, white, green, grey and pink entries are fine; orange, blue and magenta entries should be fixed; red entries should be cleared. 45. Added new function to the editor, called “CLEAN UP”, which consists of four blocks. Each block can be activated separately. First block erases all “red” entries (see above) and sets all “orange”, “magenta” and “blue” entries to delay 250, no withdrawal, and no parent. For some “magenta” entries (support units and air groups arriving before their “green” parent unit), the function will only adjust their delay to correct value, if by doing this they can become “green” too. Second block clears subunit and corps status from units that should not have that information. Third block resets unit motorized status, resupplying them to previous levels (supplies are capped at 200%, vehicles at 125%, for delayed units a minimum of 75% supplies and 50% vehicles will be granted). Fourth block erases duplicates by clearing disabled units and air groups that have the same name as other disabled (or not) units and air groups. 46. Added the ability to see and change parent unit of a German Division or Soviet Tank and Mechanized Corps directly in the editor, without using map build up function. 47. Added the ability to clear corps data in the editor (for Soviet rifle, cavalry, and mountain divisions and corps). 48. Reduce unit delays function in the editor now works also for air groups and properly handles withdrawals as well (disabling units that should have withdrawn after turn shift). 49. When a unit will be disbanded subordinate units will be reassigned to that unit's HHQ instead of national HQ. 50. In dense terrain infantry elements will have a chance to inflict more casualties, whereas AFVs, armored cars and self-propelled weapons will be less effective, in a similar way as their CV changes. 51. Reduced the impact of fort level on engineer value of assaulting units. Previously fort level 2 reduced engineer value by 50%, level 3 by 66%, level 4 by 75%, and level 5 by 80%. Now fort level 2 will reduce engineer value by 20%, level 3 will reduce it by 40%, level 4 by 60%, and level 5 still by 80%. 52. Units performing a HQ Build Up will not get reduction of failed leader roll penalty to movement points. Supply penalties applied to units performing a HQ Build Up will be proportional and 20% of the penalty will be rescinded only when doing a 100% build up (for example: a 75% multiplier becomes 83% multiplier when doing a 50% build up, previously it would be 88%). 53. Supply deliveries will be reduced above 20 MP from railhead (instead of 25). 54. The chance to upgrade/swap ground elements will be affected by range to rail (100% when 0 MP from railhead, 10% when 90 or more MP from railhead). For Axis units it will be also affected by Axis rail supply effect. 55. Added the ability to toggle unit Air HQ status in the editor (by clicking on the "non-Air HQ"/"Air HQ" text). 56. Support units attached to cities will be included in defensive battles for their hex, provided there are some on-map combat units there. Otherwise they will be simply overrun as before, without combat. 57. The cost to detach a support unit assigned to a city will be reduced with supplied, unfrozen enemy units nearby. Between 1 and 5 hexes the cost will be reduced to 1 AP. Between 6 and 10 hexes the cost will be reduced to 25% of the original value. Between 11 and 15 hexes the cost will be reduced to 50% of the original value. The cost will not be reduced for Axis units before August 1941. 58. Leaders will be allowed to take a command position two levels lower than their rank optimum suggests. 59. Decreased attractiveness of armored cars, SP weapons and SP artillery as preferred targets in combat, which was huge due to thin armour (changed reduction of multiplier from 33% to 90%). 60. Improved ammo type selection for anti-armor shots. Penetration reduction from range for AP and HVAP ammo types will be applied at the selection stage, to increase the chance that HE shots will be used at longer ranges. In addition, unless being primary ammo type, AP ammo will not be selected for shots over 2000m, HEAT ammo for shots over 1500m and HVAP ammo for shots over 500m. 61. Fort unit cost increase will start over 75 fort units, not 50 as before. Hard limit of 150 remains unchanged. 62. Added the option to export an existing script from a scenario. Made the script replay function properly ignore off-map units and target hexes. 63. Element load cost divided by 5 (rounding up) will be taken into account when calculating unit load cost. Previously element load cost was not included in calculations. 64. Trucks in eligible units will suffer damage during First Winter. Trucks will become damaged with the same speed as elements in the unit. 65. Changed German national morale for 1943 from 65 to 67, for 1944 from 60 to 64, and for 1945 from 55 to 61. Changed Soviet national morale for April-September 1942 from 40 to 45, and for January-March 1944 from 60 to 55. 66. It will be now impossible to para drop or air transport a unit with support units attached. 67. Up to 2000 tons of extra resources and 500 tons of extra oil will be eligible for transport from captured Soviet cities to German (and Rumanian in case of oil) cities each turn. 68. Armaments export from Germany to Axis Allies will vary with year and will work differently than before. 5% of current German stockpile (but no more than 5k, affected by German and Axis Allies production percentages) will be eligible for export to each allied country that has not surrendered and is below its desired armaments level for that year. The levels for 1941-1945 are as follows: Finland - 5k, 2k, 2k, 2k, 2k; Italy - 2k, 5k, 5k, 0k, 0k; Rumania - 15k, 10k, 10k, 15k, 15k; Hungary - 5k, 5k, 10k, 15k, 15k; Slovakia - 1k, 1k, 1k, 1k, 1k. The amount of exported armaments will be adjusted so that the target pool will never exceed its desired level. 69. Withdrawing units will be automatically reduced to 85% MAX TOE if above that value upon reaching the point in time at which they are marked for withdrawal. 70. Withdrawing units will not upgrade or swap elements, unless they are below 85% TOE. 71. Withdrawing air groups will not upgrade or swap aircraft automatically (manual change is still allowed). 72. Units will immediately return unwanted elements in the last two slots (30-31) in order to make space for required elements, which is important for TOEs that use all (or nearly all) slots. 73. Duplicate element types (with lowest count) will be deemed unwanted in a unit, much like high match elements in wrong slot. 74. Base cost to enter enemy hexes for non-motorized (TOE type decides) combat units will be (120-morale)/20 instead of the usual (115-morale)/15. 75. There will be no longer a minimum of 5 MP assumed when calculating the number of trucks required to move supplies from railhead to units. Also, non-motorized (TOE type decides) combat units will treat all costs below 3 MP as 0 MP, with the exception of German units in 1941 (German army started the campaign with motorized supply columns in their divisions, but due to high losses and low production of trucks the level of motorization within the Wehrmacht quickly dropped). 76. Reworked vehicle repairs, so that 75% of vehicles are eligible for repairs each turn, but there is a maximum limit to the number of repaired vehicles. Maximum repair capacity of Germany and Soviet Union is 25k, and 2k for Axis allies. When the weather in Central Soviet Zone is mud or blizzard this capacity is reduced to 10k for Germany, 15k for Soviet Union, and 1k for Axis allies, with the exception of Finland. 77. Certain mid-to-late war German divisions may upgrade to bigger or smaller TOE variant. If, at the moment of upgrade, German manpower pool (including transfer pool) is below 100k or German armaments pool is below 50k, smaller variant will be chosen automatically. If manpower pool is above 200k and armaments pool is above 100k, bigger variant will be chosen automatically. Between those values the variant will be determined randomly, with probability increasing together with the size of the pools. There are two variants of 44 Infantry Division, 45 Infantry Division, 44 Jager Division, 45 Jager Division, and 44 Mountain Division TOEs. 78. Axis ally units which are on the wrong side of the "no move" line (most likely due to retreat), will be now able to move (in any direction). 79. Flak units attached to cities will fire with the same effectiveness against all types of air missions instead of only against bomb city missions targeting their city. 80. Flak units attached to cities will fire with double effectiveness against air missions flying over their location. 81. Flak strength from non-AA ground element types armed with AA weapons will be reduced as if for non-AA weapons. Flak strength of such elements in combat will be reduced further. Only those elements that fire with full effectiveness will be shown on the AA weapons list in combat report window. Flak strength will be affected by altitude of targets in relation to weapon's ceiling. Reduced flak strength of units in combat. 82. Weather determination code was adjusted so that it would follow rules as written with 100% accuracy. Forecast of next turn's weather will be shown as well, but it will only have 75% chance to really happen. Because of forecast, weather information will now also be shown in Soviet logistics log. 83. Changed repair after movement bonus for infantry from 0 to -5, SP weapons from 10 to 20, armored cars from 5 to 15, SP artillery from 20 to 30, and AFVs from 0 to 10. Changed Soviet bonus for vehicle and gun categories to -20, and for infantry weapon and infantry categories to -15. 84. Synthetic fuel production efficiency reduced to 50%, while maintaining previous resource usage (500 resources give 250 fuel). 85. Fuel production efficiency reduced to 80%, while maintaining previous oil usage (300 oil give 240 fuel). 86. It will be now possible to damage ports in combat again. 87. Damage to factories in a city due to combat will be scaled by factory size, to reduce excessive damage to larger factories (5% damage for a size 20 factory was 20 times larger than 5% damage for a size 1 factory). For this purpose, port size will count double. Remainder from division will be rounded up or down randomly. However, sustained damage will never be less than 1. 88. Decreased the chance of armored targets being destroyed or damaged in combat, but increased the chance they might be disrupted. 89. Added the ability to see and edit the number of turns that a unit is frozen directly from the editor's "Units" tab. Improved the way in which MP and SMP are (re)set when changing this value. 90. ZG groups will not be able to switch between Night Fighters and Fighter-Bombers anymore. 91. Rewritten Soviet AI routines dealing with assigning air groups to air bases and building new air bases. Now it should be better at placing proper number and type of air groups in each air base, rotating exhausted air groups to national reserve, maintaining reserve, supplying partisans, using U-2 without affecting "regular" air force, and building new air bases. 92. OSNAZ air base will be treated as VVS air base when performing partisan supply drops. 93. German manpower multiplier for 1941 changed from 9 to 7, and for 1943 from 8 to 9. 94. Added "decomposition" process for certain infantry and mechanized infantry elements, which removes them from active pool (and refunds full build cost) in case they are no longer required in large numbers by units in the field. This is similar to scrapping, but may happen for "in production" elements as well, and represents redistribution of squad weapons from the "bundle" that a squad element really is for other uses. This should help to reduce the burden on armaments pool in case some new TOE dictates squad change that cannot be represented by upgrade or conversion (most likely because old and new squads are not related to each other), and instead results in massive returns of one element to the pool, while building huge amount of some other element. 95. During June 22nd 1941 turn Soviet AA will fire with 25% efficiency. 96. Increased the speed of returns from transfer to active pool for ground elements from 25% to 75%, and for manpower from 25% to 90%. 97. Introduced new weather tables, separate for each weather zone. This allows random weather to follow similar pattern as non-random weather in all zones. The weather type specified for given month in non-random table always has 80% chance to happen when using random table, with 20% dedicated to other weather types. See Appendix A. 98. Replaced random number generator with a better one, that should produce uniformly distributed numbers with much greater accuracy, and made sure it is properly initialized when game is started. Courtesy of Pavel Zagzin. 99. Decreased the chance that men from a destroyed element will be disabled instead of killed from 40% to 20% (in earlier versions it was 10%). Increased the percentage of disabled men in damaged elements returning to pool from 30% to 40% for the Soviets. 100. Soviet infantry and mechanized infantry will be again requiring high match elements in or after 1944, instead of medium match elements. 101. Reduced core and Snow/March/April defender's bonuses from +3 to +2 for Reduced Blizzard rules, making them weaker when defending, but retaining attack strength. 102. Soviet Rifle Brigades (including Naval Rifle Brigades, but not Naval Infantry Brigades) will no longer have a minimum National Morale of 50. 103. The chance to rout and retreat losses will be now slightly affected by final combat odds divided by 5 (so between 1:4.99 and 4.99:1 there should be no change, but beyond those ratios losses may be larger and rout may happen more often, also for units with morale above 55). 104. Axis AI will not launch interdiction attacks from 5/43, Soviet AI before 11/41. 105. All nations will be able to use staging bases that belong to the same army-level air HQ, as bases of origin (including indirect attachment through intermediate HQs). In case both bases will have no such HQ, it will be enough to be part of the same army group/front HQ (such as VIII Fliegerkorps and Fliegerfuhrer Hungary belonging to Army Group North Ukraine in 1944-45 Campaign). 106. Automated escorts will not be limited to 120 aircraft per strike, they will always try to maintain required ratio to bombers/recons, as specified in air doctrine settings. AI will always want at least 100% of required escorts, more if it can expect larger enemy force. 107. Odds used to determine ground support need and reserve commitment will be based on expected CV, not random CV. 108. Reworked ground support need to be based on expected CV, and to be reduced symmetrically for both sides, as odds move away from 1:1, and the impact of airforce becomes irrelevant. 109. Increased the chance of tactical (dive) bombers to evade flak, in a similar way as for fighter-bombers doing a fighter sweep, though less so. 110. Renamed device types: “Flak” to “AA gun”, and “AA weapon” to “AAMG”. All AA weapons were properly reassigned between those two types. AAMG weapons will be less effective in generating flak strength, which was inflated by high rate of fire, and not compensated by low anti-air strength and/or accuracy when compared to AA guns. 111. Improved live air supply drop message. It will now show how many tons were dropped, how many actually delivered, and actual composition (how many tons of supply, ammo, fuel were delivered). 112. Soviet cavalry units will no longer get +5 to their national morale after March 1942. 113. Increased base chance of Finland, Rumania and Slovakia not surrendering from 20% to 30%, in order to allow the player to increase the chance to 90% (with two elite SS units in capital city), which is a maximum that is possible (and wasn't reachable with one stack space occupied by national High Command HQ unit). 114. Units below their National Morale, not routed, supplied, more than 9 hexes away from supplied enemy units, and not adjacent to an enemy hex will be eligible to regain 1-4 morale points per turn, even when having morale 50 or greater. Units below their National Morale, not routed and supplied will have the greater chance to regain up to 10% of their National Morale (not to exceed it) the lower their morale. The second rule will not apply to Axis units suffering from First Winter. 115. Limited partisan units' morale growth from successful attacks to 60. 116. Unit details window will now display National Morale level for given unit next to that unit's current morale. 117. Increased minimum chance of not surrendering (when AI controlled) from 70% to 80% for Finland, from 50% to 60% for Rumania, and from 30% to 60% for Slovakia. 118. Units will be eligible for morale drop due to too high morale when 20 points above National Morale, instead of 30. Units will be eligible for morale drop due to low supplies when above National Morale - 10, instead of 50. 119. Units recovering up to 10% of National Morale will be more likely to recover a number of points near the middle of the range of possible values. 120. Improved messages about forts in combat, to show changes in fractions and impact of artillery (if any). Since one point of Engineer Value reduces fort level by 2% it will be now shown doubled, to correspond with fort reduction. Bear in mind that if the final odds are between 1.00 and 1.49 (for the attacker), fort level is reduced again by 0.25 of Engineer Value (rounding down), and if the final odds are between 1.50 and 1.99 (for the attacker), fort level is reduced by one full level (1.00 or 100%) plus by 0.5 of Engineer Value (rounding down).

Bug fixes 1. Fixed a bug where a withdrawing unit could be stuck frozen on refit indefinitely, in case there were shortages of men or equipment, and the unit couldn’t reach 75% TOE. Units will be always withdrawn after up to three turns of such refit. To compensate for this shorter period of refit, such units will be trying to refill up to 85% TOE instead of 80%. This gives them greater chance to reach the desired level of 75%, in case of shortages. 2. Fixed a bug where a static unit wasn’t properly reactivated before withdrawing. 3. Fixed a bug where a withdrawing HQ was shown as a disbanded unit on the losses screen, as opposed to combat units, which simply disappeared. 4. Fixed a bug related to recent name switch between FBD 2 and FBD 3, and delayed arrival of FBD 5 in campaign scenarios, that caused problems for the AI. FBD 2 will now follow 9th Army (previously a task of FBD 3), FBD 3 - 2nd Panzer Group (previously a task of FBD 2), and FBD 1 - 17th Army (previously a task of FBD 5). FBD 1 was following 1st Panzer Group, but this resulted in not enough rail being repaired in the south, so it was better to switch it to 17th Army. 5. Fixed a bug where it was possible to use manual mode to launch air recon missions without recon air groups and air transport missions without bomber or transport air groups. In case only fighter air groups will be selected on the list for those two missions, the LAUNCH button will be disabled. 6. Fixed a bug where a Soviet unit wasn’t properly destroyed when it tried to reorganize into a rifle division (or tank brigade) and failed. 7. Fixed a bug where it was impossible to bomb empty air bases. 8. Fixed a bug where the Army Group B HQ was renamed too early to Army Group South, which in turn prevented Army Group South being split into army groups A and B. Added a workaround for games in progress that are affected by this bug, but it will work only for games that have not yet advanced past 3/43. 9. Fixed a bug where the AI could think that 16th Army is 6th Army, and 18th Army is 8th Army. 10. Fixed a bug with overlapping text in the editor when using German version of the game. 11. Fixed a bug where routed units remained frozen. 12. Fixed a bug in the morale recovery process where support units were not treated as units on refit. They will be treated as being on refit whenever assigned to a city, a HQ unit or a combat unit that is on refit itself. 13. Fixed a bug where the city selected to receive off-map resources was partially chosen based on greatest requirement, not greatest shortage, contrary to intentions. 14. Fixed a bug where inactive leaders assigned to active units were not shown on the leaders tab in Commander’s Report. Such leaders usually were below the minimum rank allowed by the game that were actually appointed to lead given HQ. They operate normally, but once unassigned, they can’t be assigned again, until they become available. 15. Fixed a bug in retreat procedure, which could result in wrong result reported for units taking part in combat if there were some other units in the hex that didn’t take part in that combat. 16. Fixed a bug in supply consumption, where amount of supplies consumed was based on weekly need percentage on hand, rather than biweekly need. 17. Fixed a bug in vehicle requirement calculations for HQ units, which resulted in no vehicle usage increase or leaving supply and fuel dumps behind, when moving those units. 18. Fixed a bug where scenario/campaign AI mode was selected based on the number of turns in a given scenario (more than 50 turn long scenarios were considered to be “campaigns”) in most cases. It will be now solely dependent on victory condition type used. 19. Fixed a bug where a Soviet HQ, built in a hex already containing another HQ, would be subordinated to that HQ for a turn, even if it was of the same or lower HQ level. All newly built Soviet on-map units will be assigned to STAVKA now. 20. Fixed a bug where support units attached to combat units taking part in battle from reserve, were not marked as reserves too. 21. Fixed a bug where Soviet Polish armies could be converted to Guards. 22. Fixed a bug where fuel drop penalty was not applied when air dropping generic supplies (without using strike list selection). 23. Fixed a bug where drop penalties were applied to airhead supply drops, which were in fact representing overland transport of supplies from source airbase to target unit. 24. Fixed a bug where moving an airbase reset its airhead supply tonnage. This was done to prevent airhead supply via moved airbases. Now a separate variable will be used to track this. 25. Fixed a bug where supply and fuel dumps were added to HQ units supplied via airhead supply. Instead, standard airhead supply delivery to HQ unit will be performed, as if to a combat unit. 26. Fixed a bug where air group miles flown variable was not cleared when loading a scenario, causing an instant reduction to parent airbase movement points when clicked. Some other status variables will also be correctly reset for units and air groups. 27. Fixed a bug where corps number for Soviet cavalry and mountain divisions was shown incorrectly if not specified (-1000 and -2000 instead of 0). 28. Fixed a bug where Axis armies changed their HHQs, for Axis human player vs Soviet AI, when there was no Axis player-turn on turn 1. 29. Fixed a bug where Army Detachment Kempf wasn't transformed to 8th Army when the Axis side was not AI-controlled. 30. Fixed a bug where supply and fuel dumps were not listed in the editor when picking ground elements for use in TOE. In addition, ground elements on this list will be now correctly filtered for both units and TOEs (only own or captured equipment will be shown, as well as supply/fuel dumps). 31. Fixed a bug where Soviet guards air bases lost their guards status in the next logistics phase (name remained, but the counter was no longer red). 32. Fixed a bug where lost Soviet Rifle Guards Divisions were rebuilt as regular Rifle Divisions, but retained their number which led to name conflicts. Those units will now keep their guards status and rifle corps affiliation. 33. Fixed a bug where unit current ground element instead of TOE proscribed ground element was used to check whether there is an acceptable match between them. 34. Fixed a bug where AI could fail to merge rifle brigades, but would still change one into a rifle division. 35. Fixed a bug where attached support units were not included in parent unit load cost. 36. Fixed a bug where supply and ammo was not affected by the percentage of successfully transported load cost (in which they are included). 37. Fixed a bug where elements and men could be lost completely and not accounted for (even as losses) during distribution of leftover elements from an air transported unit. 38. Fixed a bug where elements could be transformed into other elements or end up in units of different side and/or nationality during distribution of leftover elements from an air transported unit. 39. Fixed a bug where experience and fatigue of target elements was not affected by experience and fatigue of elements transferred during distribution of leftover elements from an air transported unit. 40. Fixed a bug where construction unit size was not correctly detected when selecting units for rail repair. 41. Fixed a bug where for hexes with rail damage between 2 and 19 the check to see whether they are next to repaired rail was not working. 42. Fixed a bug where plane damage could exceed 255 (and restart from 0), resulting in saving the plane from destruction. 43. Fixed a bug where some planes have not their flight number or status cleared properly after concluding air mission, resulting in damaged planes from that mission being eligible to be destroyed when another mission concluded. 44. Fixed a bug where the number of missing men was not counted for empty slots, which resulted in incorrect number of men assigned from the pool for the two refit phases. In some rare cases, where only some totally empty units were on refit, this resulted in no replacements at all for these units. 45. Fixed a bug where only the first 500 aircraft types were accounted for in various screens and game procedures instead of all 1024 possible types. 46. Fixed a bug where factory upgrade date was displayed incorrectly on various screens. 47. Fixed a bug where ground element and aircraft availability check was incorrectly looking at factory upgrade start date for newer games. 48. Fixed a bug where ground element and aircraft production span was calculated incorrectly in the editor. 49. Fixed a bug where support units destroyed with parent unit were not recorded on the list. 50. Fixed a bug where arriving units were unfrozen automatically, whereas it should be possible for the scenario designer to mark them as frozen on arrival. 51. Fixed a bug where build limits were applied to Soviet air base building, where resources should not be taken into consideration because of low build limit (1 per turn). 52. Fixed a bug where some newly created Soviet air groups had wrong mission set. 53. Fixed a bug where there was no morale increase for air groups sent to reserve using CR function. 54. Fixed a bug in the upgrade/swap procedure where it could take more men from the active pool than available when adding existing elements from the pool. 55. Fixed a bug where damaged (captured) supply/fuel dumps were not converted to ready dumps. This will be done during HQ resupply. 56. Fixed a bug where elements having no nationality were shown on German loss list. 57. Fixed a bug where initial build of elements was not using up vehicles when building mechanized infantry elements. 58. Fixed a bug where only half of 1024 possible aircraft models (those with id below 500) were moved from transfer to active pool each turn. 59. Fixed a bug where failed (instead of successful) leader roll protected from greater than 1 morale loss in lost combat. 60. Fixed a bug where offensive CV was not allowed to be greater than defensive CV when using "Better CV Math" mode, which is common in that mode and should be allowed. 61. Fixed a bug where an extra division of FoW-ed CV by 80 could make the AI think a Brigade unit is weak and should be disbanded. AI will now check actual CV of said unit. 62. Fixed a bug where the auto assign function showed a cost to transfer of no less than 999999 AP, if a High Command or Army Group/Front HQ unit was selected in given stack. Improved auto assign function to ignore such units (even if selected), and to select new HQ only from those units for which the transfer cost does not exceed the number of available AP. 63. Fixed a bug where looking whether an air base is under the same Front HQ as units in battle could not work correctly in all cases (for example where an air base was attached to a regular Army HQ instead of the expected Air Army/Command HQ, which happens in some scenarios). An air base not under Front HQ will be allowed to support units in battle that are not under Front HQ as well. 64. Fixed a bug where looking whether German air bases are attached to the same Luftflotte could not work correctly in all cases (for example where each base was attached to different corps-level HQ within the same Luftflotte). 65. Fixed a bug which caused no bombers or tactical bombers fly automated air missions, for nations other than Germany, because the code checking for nationality/front units in battle was also tested when outside of battle, and then none of those groups could fly. This bug was made active after applying bug fix 63, previously it was working (in most cases) due to unintended side effect. 66. Changed misleading description when entering Scroll Speed setting in Preferences. 67. Fixed a bug where a very slow operation of checking whether a supply path can be traced between a unit and possible new HQ exists was invoked before other faster checks, and unnecessarily slowed down unit reassignment. 68. Fixed some problems in sound configuration file. 69. Fixed a bug where aircraft were too good at hitting armored targets, with chance of 1% or better giving 100% accuracy. 70. Fixed a bug where aircraft could attack soft targets in on-map units, as if they were armored targets. AP attacks should be limited to elements belonging to SP Weapon, Armored Car, SP Artillery and AFV classes. 71. Fixed a bug where ammo type other than HE was shown as used to fire at soft targets, which in fact was an ammo type pre-selected in case of armored targets. 72. Fixed a bug where scouting attacks were showing pre-battle CV and odds as final, but effects were resolved using final odds that were not shown. 73. Fixed a bug where scouting attacks removed 1 fort level if they ended up with odds above 1.50 to 1 (for the attacker).

Scenario changes 1. Added new “1941-45 Campaign - Bitter End” scenario. 2. Added new “Operation Sleigh Ride” scenario, courtesy of Randy Seger. 3. Reorganization of Hungarian Air Force in all campaigns and certain scenarios. 4. Multiple land units had their withdrawal changed to disband if: a. They were destroyed in battle, rebuilt and not used in East. b. They were merged with/into other/larger units which are present in the east and are considered reforming in the East. 5. Multiple land units had their withdrawal removed if the only reason was to re-appear under a new name or with a non-standard reorganization. 6. Multiple land units have been disabled if they only appeared as a new incarnation of existing units which are considered to reform in the East. 7. Multiple air units had their withdrawal removed if the only reason was to re-appear under a new name. 8. Multiple air units have been disabled if they only appeared as new incarnation of an existing unit. 9. Some missing units have been added, some others were disabled or had a withdrawal/disband turn set close to their historical transfer to other fronts. 10. Duplicate land and air units (mostly among those delayed) were deleted. 11. Some army or corps HQs had their delay adjusted to a smaller value, in order to arrive with their first units and keep command structure. 12. Some support units had their delay adjusted, in order to arrive with their parent unit and keep command structure. 13. Deleted hundreds of disabled identical airbases present in some scenarios, created by some kind of data corruption. Air units assigned to them were also deleted or disabled. 14. Fixed hundreds of errors reported by scenario check tool, including (but not limited to): incorrect assignments (sometimes to units from other side), guards status mismatch, invalid names using forbidden characters, overstacks, units placed outside of playable map area, wrong motorized status, non-standard SS unit names (using name instead of number, required by special game rules), non-standard Soviet air force organization (aviation divisions being represented as air groups, not air bases), non-standard Soviet air unit names (using long English names instead of short Russian names, required by special game rules), non-standard split units (only German and Finnish division-sized units should be split, not smaller units, and they should follow common naming pattern), missing leaders, incorrect AI flags, incorrect production percentages, incorrect map boundaries, incorrect HQ types, supply dumps in construction units, incorrect pilot quality, missing nation command HQ, and elements of different nationality in units. 15. Added missing AI scripts for first turn of: “1942-45 Campaign”, “1943-45 Campaign”, “Decision in the Ukraine 43-44”, “Operation Barbarossa”, “Operation Blue”, “Operation Konrad”, “Operation Sturgeon Catch 1942”, “Operation Typhoon”, “Road to Dnepropetrovsk”, “Road to Kiev”, “Road To Leningrad”, “Road to Minsk”, “Road To Moscow”, “Road To Smolensk”, and “Velikie Luki '42 Tutorial”. 16. Fixed “1941-45 Campaign--Sudden Death” scenario to enable its special victory conditions, as it was actually impossible to obtain a Sudden Death victory. 17. Converted Soviet IAK and BAK air commands to use smaller, corps-sized TOE, in order to work well with army-sized Air Commands and Air Armies. 18. Converted German army air bases to use smaller Forward Air Base TOE. 19. Adjusted stockpiles of supply, ammo and fuel in units, so that no unit has over 200% needs at scenario start (which happened because the rules for calculating needs changed in previous versions, but actual stockpiles were not updated). 20. Deleted 1st Tank Army HQ from “1942-45 Campaign” and “Operation Blue” scenarios, as it was created after scenario start from 38th Army commanded by K.Moskalenko, which is present at start of scenario and has no withdrawal date set. 21. Added 3 missing Soviet air armies to “1942-45 Campaign”. They will arrive as reinforcements. 22. Changed production percentage for Germans and Soviets from 60% to 75% in the “Vistula to Berlin” scenario. 23. Adjusted the location of frozen Axis Ally top-level HQs in multiple scenarios, to allow proper protection from surrender, by having the ability to put at least two German units in the capital hex. This mostly affects Rumanians. 24. Added Rumanian fort unit in Constanta where applicable. Such a major port and naval base would never be left empty and unguarded. 25. Added missing Italian units in Yugoslavia in “1942-45 Campaign”.

When can we expect to see the switch to the supply system seen in Gary Grigsby's War in the West?

The blitzkrieg to Leningrad is a lot easier if you don't have highly congested rail movement across the very limited rail capacity in the Baltics. IIRC that was one of the reasons why the OKH ordered a halt in taking Leningrad, as they couldn't supply a successful offensive.

Sorry but it's impossible to get the new supply system of WitW implanted into WitE - that's like a brain + heart + lung transplant at once and far beyond the scope of version 1.08. You have to wait for WitE 2 to get it. There may be some options to reduce supply/fuel transportation but I don't know how much of an effect they will have.

Find that balance factors do address the Axis '41 performance advantage (use 90/100.) But, 90/100 is too crippling time forward and changing mid-game doesn't seem right, IMHO. Negotiating such adjustments for multiplayer games would be too contentious. Desire is for balance factors (or, whatever) that need no adjustment throughout any game.